public void AddCharacterSeenBy(GameCharacter c) { if (charsSeenBy.Contains(c)) { return; } charsSeenBy.Add(c); }
public void AddCharacterInView(GameCharacter c) { if (charsInView.Contains(c)) { return; } charsInView.Add(c); this.Inform_AddCharacterInView(c); }
public abstract void Inform_RemoveCharacterInView(GameCharacter newChar);
public abstract void Inform_CharacterMovePoint(GameCharacter charFrom, MovePoint mp);
public abstract void Inform_CharacterTeleport(GameCharacter charFrom, Position2D pos);
public bool CanSeeCharacter(GameCharacter c) { //For now, everyone can see all characters in instance return(true); }
public override void Inform_CharacterTeleport(GameCharacter charFrom, Position2D pos) { this.SendPacket(new ClientToInstancePackets.Character_Position_c(charFrom.Id, pos.x, pos.y)); }
public override void Inform_RemoveCharacterInView(GameCharacter oldChar) { this.SendPacket(new ClientToInstancePackets.Character_Remove_c(oldChar.Id)); }
public override void Inform_CharacterMovePoint(GameCharacter charFrom, MovePoint mp) { this.SendPacket(new ClientToInstancePackets.Character_Movement_c(charFrom.Id, mp)); }
public override void Inform_AddCharacterInView(GameCharacter newChar) { this.SendPacket(new ClientToInstancePackets.Character_Add_c(newChar.Id, CharacterType.Player, info.Name)); this.SendPacket(new ClientToInstancePackets.Character_Position_c(newChar.Id, newChar.Position.x, newChar.Position.y)); this.SendPacket(new ClientToInstancePackets.Character_UpdateStats_c(newChar.Id, newChar.Stats)); }